Chloromaster (5e Class)
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Enveloping themselves fully in nature, Chloromasters have dedicated themselves to the understanding and use of plants. While they lose the Druid's ability to transform into beasts, Chloromasters make up for it with an even deeper and more personal connection to their side of the natural world. Combined with their formidable casting abilities, a skilled Chloromaster is force to be reckoned with, their plants turning their enemies into even more food.
Creating a Chloromaster
When creating your Chloromaster, consider how your character's connection to the plant side of the natural world developed. Were they abandoned in the woods as a baby and raised by an ent? Was one of their parents a Chloromaster, who passed on their teaching to their child? Perhaps one of their parents was even a Dryad, providing their child with an in-depth knowledge of nature.
- Quick Build
You can make a Chloromaster quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose the druidcraft, shillelagh, acid splash, and thorn whip cantrips, along with the 1st-level spells entangle and goodberry.
As a Chloromaster you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: Animal Handling, Stealth, Nature, Perception, Survival and Medicine.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers or (b) a simple weapon of your choice
- a explorer's pack
- a light crossbow and 20 bolts
- Leather armor and a druidic focus
- If you are using starting wealth, you have 3d4x10gp in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||5||5||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||5||9||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||6||12||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||6||14||4||3||3||3||2||1||1||1||—|
|18th||+6||Sovereign of the Grove||6||15||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||6||16||4||3||3||3||3||2||1||1||1|
|20th||+6||Mother of Nature||6||16||4||3||3||3||3||2||2||1||1|
Your spellcasting revolves around your ability to manipulate and grow your plants. You choose cantrips and spells from the chloromaster's spell list as described at the bottom of the page, as well as any spell or cantrip that deals only poison damage or handles plants. These spells are considered chloromaster spells when cast by you.
At first level, you know four cantrips of your choice from your chloromaster spell list. You learn additional chloromaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the chloromaster table.
The chloromaster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your spells, since the power of your magic relies on your ability to regulate and manifest your inner flame. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a Chloromaster spell as a ritual if that spell has the ritual tag and you have the spell known.
You can use a druidic focus as a spellcasting focus for your chloromaster spells.
Starting at 2nd level, your connection to the plants of the living world begins to awaken. Difficult terrain caused by plants of any kind now functions as normal terrain for you. Additionally, any areas of plants (such as grass or underbrush) within 10 feet of you function as difficult terrain for enemies. This increases to 15 feet at 6th level, 20 feet at 12th level, and 30 feet at 18th level.
At 3rd level, you chose a Path to exemplify how you manipulate the world around you.. Choose between the Path of the Ravager and the Path of the Manipulator, both detailed at the end of the class description. Your choice grants you features at at 3rd level and then again at 6th, 9th, 13th, and 15th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you are granted a creature to protect you. This creature always obeys your commands without hesitation and functions in combat to protect you. You may issue a command to it as a bonus action in combat and if given no commands, it will protect itself and you to the best of its ability. If your Verdant Ally dies, it regenerates near you at the end of your next long rest. Select from a Tiny up to a Large beast with a challenge rating of 1/4 or less as its base form. Your Verdant Ally uses that beast’s game statistics, but it can look however you like as long as its form is appropriate for its statistics. Your Verdant Ally has the following properties:
- It is a plant instead of a beast.
- It doesn't require sleep or any metabolic activities, such as eating or breathing.
- It has immunity to all magical effects that would alter its form, unless it wishes to be affected.
- It gains darkvision with a range of 60 feet - if it doesn’t have it already.
- It understands the languages you can speak when you first create it, but it can’t speak (unless the DM approves).
- Whenever you gain an Ability Score Improvement, your Verdant Ally may also choose to gain an Ability Score Improvement.
Starting at 7th level, vine-like patterns begin to emerge on your skin, as well as the appearance of leaves on parts of your body. You gain immunity to disease, and resistance to poison damage. Additionally, if you spend at least 4 hours in natural sunlight, you do not have to eat nor drink for that day.
Starting at 10th level, whenever you cast a spell that deals poison or acid damage, you may ignore resistance to those types of damage and treat immunity as resistance. This applies to the poisoned condition, allowing you to poison creatures that are immune.
Starting at 11th level, whenever an enemy takes the move action while in contact with the difficult terrain created by your Natural Affinity, they must make a Constitution saving throw using your Spell Save DC, if they fail they are poisoned, and while poisoned they get disadvantage on save throws and take 1d6 poison plus your proficiency bonus for every two turns. On a successful save they suffer no effects. They may remake this saving throw at the end of each of their turns, ending the poison condition on a success.
Starting at 14th level, as a bonus action you may teleport from where you are currently to any point in your Natural Dominion. You may also choose to instead teleport to any Large or larger plant within 100 feet of you. You may do this a number of times equal to your Wisdom modifier plus your proficiency bonus, regaining all expended uses on a long rest. In addition, you can ignore the verbal and somatic components of your spells, as well as any material components that lack a cost and aren't consumed by a spell.
Starting at 17th level, as a bonus action your Verdant Ally may Awaken any plant within 5 feet of it. The plant functions as if an Awaken spell has been cast on it, with the exception that the charmed condition only lasts for the next hour, and the spell ends at the end of your next long rest. This may be used once plus your proficiency bonus per long rest. This ability also works on a charge system. Where you have your first base charge, plus your proficiency charges. These charges regain once per long rest.
Sovereign of the Grove
Starting at 18th level you may select two first level chloromaster spells and one second level chloromaster spell that you know, which you may cast without expending spell slots. In addition, you no longer age naturally, and are unaffected by magical aging.
Mother of Nature
Starting at 20th level, when casting a spell, you may choose to cast the spell as if it originated from any plant within 120 feet of you. You may use your Verdant Ally as the origin point of the spell out to a range of 300 feet. Additionally, when using this feature you may choose one sense. For the duration of the casting time that sense then functions for you as if it originated from the plant. Your creature type becomes Plant, you may cast Speak with Plants at will, and your Wisdom score increases by 2. Your maximum for this score is now 22.
Path of the Ravager
The Path of the Ravager focuses on changing the very nature of your plants to generate a variety of effects, often accentuating their natural traits.
- Unstable Seedlings
Starting at 3rd level, you force a plant to flower and then harness it's energy to create a powerful destructive force. As a bonus action, you may select a plant of any size within within 60 feet of you that you can see. Each creature in a 30 foot sphere centered on the point must make a Dexterity saving throw. Each creature takes 6d6 fire damage on a failed save, or half as much on a successful one. The explosion spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The number of uses increases to twice per short rest at 8th level, and three times per short rest at 17th level. You regain the use of this ability after finishing a long rest.
- Morality Toxin
Starting at 6th level, as an action you may select a 5 square foot area containing at least one plant within 60 feet of you. The first creature to enter that area within the next one hour must make a Wisdom saving throw against your Spell Save DC or be subjected to the poisoned condition. While under this poisoned condition, in addition to its standard affects the target's alignment temporarily shifts to one of your choosing. Every ten minutes the target may remake the Wisdom saving throw, ending the effect on itself on a success. You regain the use of this ability after finishing a long rest.
- Spine-Jacking Vines
Starting at 9th level, you may target a creature within 60 feet of you as a bonus action. The target must make a Constitution saving throw against your Spell Save DC or become incapacitated till the start of their next turn. At the start of the next turn, the target must make another Constitution saving throw. On a success the ability ends, on a failure the target becomes paralyzed until the start of their next turn. At the start of their next turn, the target must make Constitution saving throw or become charmed for the next 12 hours. While charmed in this way, the target must obey all commands you give it to the letter alongside all other effects of the charmed condition. After 12 hours, the effect ends. You regain the use of this ability after finishing a long rest.
- Doddering Fool
Starting at 13th level, as a ten minute ritual you select an area of soil at least 5 feet wide by 5 feet long. A small yellow bud grows in the center of the area. You may set certain conditions for the Doddering Fool to activate, and upon those conditions being fulfilled, the Doddering Fool will explode out to occupy a 60 foot area around the original area of soil. Any creature within the area must make a Dexterity saving throw against your Spell Save DC or be restrained and lifted 10 feet off the ground. Once activated the Doddering Fool has Hit Points of 5 times your Chloromaster level and an Armor Class of 15, and it may only be damaged by creatures not currently restrained by it. The Doddering Fool lasts for 24 hours after it is first planted, and for one hour after it has been activated before it shrivels up and dies. You regain the use of this ability after finishing a long rest.
- Invasive Species
Starting at 15th level, as a ten minute ritual you may select a single plant that you can see within 60 feet of you. Said plant increases to a size of Medium if it is not already size Medium or larger. After 10 minutes, a radius 30 feet around it is filled with plants identical to it, with a size of Medium. These plants do not allow creatures to move through them. Each plant has 15 Hit Points and an Armor Class of 10, and are immune to damage from non-magical ranged weapons. In addition, whenever a plant is reduced to 5 health or lower, it releases spores that force every creature that is not another plant within 10 feet of it to make a Constitution saving throw against your Spell Save DC or take 1d10 poison damage. If one of the plants is destroyed within the radius, it regrows after an hour has passed. Every 10 minutes, the radius filled with these plants increases by another 30 feet. The radius stops expanding when it reaches 900 feet. If the original plant is destroyed or a month has passed after the original plant was placed, all plants within the radius immediately die without releasing spores. You regain the use of this ability after finishing a long rest.
Path of the Manipulator
The Path of the Manipulator allows you to use the nature that is already around you to power your fighting, as well as deepen your bond with your Verdant Ally.
- Herbling Companion
Starting at 3rd level, you have bestowed upon you a small ally to aid you. You may cast the find familiar spell as a ritual, and regain the use of this ability after finishing a long rest.. However instead of the normal form options, you may instead select from among an Awakened Shrub, Twig Blight, Myconid Sprout, Bouncing Fungus (5e Creature), Vinegrown Seedling (5e Creature), Snapdragon (5e Creature), or an Arrowplant (5e Creature).
- Engorge Plant
Starting at 6th level, you gain the ability to focus concentrated life energy into plants around you to stimulate their growth. As an action you may select one singular plant of size Small or larger, which increases in size by one size category with appropriate armor class and hit dice for its new size. Any creature that would be inside the new size of the plant must make a Dexterity saving throw against your Spell Save DC. On a failure they take 3d8 bludgeoning damage and are moved to a side of the plant of your choice. On a success, they take no damage and are moved to a side of the plant of their choice. You may use this ability a number of times equal to your Wisdom modifier, regaining all spent uses after finishing a long rest.
- Flourishing Green
Starting at 9th level, the maximum CR of your Verdant Ally increases to 3. In addition, the Ally gains 2 addition Hit Points for every level in Chloromaster you have.
- Uplifting Greenery
Starting at 13th level, as a bonus action you may select an area of soil at least 5 feet wide by 5 feet long or a singular plant with a size of Small or larger. For the next 10 minutes, you may move in any direction that is not impeded by a solid object while within 60 feet of the point designated by this ability. If you attempt to move in a way that you do not normally have the capacity to (such as vertically), greenery emerges from the point and moves itself in such a way as to enable you to. You regain the use of this ability after finishing a short rest.
- Pillar of Wood
Starting at 15th level, as an action you may select a target within 60 feet of you. The target must make a Dexterity saving throw against your Spell Save DC or become encased in wood for the duration. While encased in wood the target is incapacitated and unaware of it's surroundings. At the end of each of it's turns, the target may make a Strength saving throw, ending the effect of a success. You regain the use of this ability after finishing a short rest.
Chloromaster Spell List
You may choose from any spells on the Chloromaster spell list, as well as any spell or cantrip that deals poison damage or handles plants.
Acid Splash, Dancing Light, Druidcraft, Light, Mending, Mold Earth, Poison Spray, Shillelagh, Thorn Whip, Coral Blast
Cure Wounds, Create or Destroy Water, Detect Magic, Detect Poison and Disease, Entangle, Fog Cloud, Goodberry, Healing Word, Purify Food and Drink
Acid Arrow, Barkskin, Blindness/Deafness, Enlarge/Reduce, Hold Person, Lesser Restoration, Locate Animals or Plants, Moonbeam, Spike Growth, Protection from Poison
Aura of Vitality, Counterspell, Create Food and Water, Daylight, Mass Healing Word, Meld into Stone, Plant Growth, Revivify, Remove Curse, Speak With Plants (May be cast as Ritual)
Aura of Life, Aura of Purity, Conjure Minor Elementals, Conjure Woodland Beings, Private Sanctum, Stone Shape, Stoneskin
Awaken, Commune with Nature, Conjure Elemental, Greater Restoration, Hold Monster, Mass Cure Wounds, Reincarnate, Tree Stride, Wall of Stone
Conjure Fey, Find the Path, Heal, Heroes' Feast, Move Earth, Sunbeam, Transport via Plants, Wall of Thorns
Clone, Control Weather, Earthquake, Sunburst
Mass Heal, Power Word Heal, Storm of Vengeance, True Resurrection
Prerequisites. To qualify for multiclassing into the Chloromaster class, you must meet these prerequisites: Wisdom 15
Proficiencies. When you multiclass into the Chloromaster class, you gain the following proficiencies: Nature, Herbalism Kit